using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using MarioArena.World;
using MarioArena.Multiplayer.TCP;
using MarioArena.HUD;

namespace MarioArena
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            this.graphics.PreferredBackBufferWidth = 1024;
            this.graphics.PreferredBackBufferHeight = 768;
            //this.graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            //this.graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            //this.graphics.IsFullScreen = true;
            this.graphics.ApplyChanges();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            GameManager.GraphicsDevice = GraphicsDevice;
            GameManager.Content = Content;

            // Load content here
            GameManager.Instance.LoadContent();
            TileEngine.Instance.LoadContent();
            Player.Instance.LoadContent();
            Overlay.LoadContent();

            GameManager.Instance.StartGame();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GameManager.Instance.ArePlayersDoneLoading)
            {
                // Allows the game to exit
                if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                    this.Exit();

                // TODO: Add your update logic here
                Player.Instance.Update(gameTime, this.IsActive);
                GameManager.Instance.Update(gameTime);
                Overlay.Update(gameTime);

                base.Update(gameTime);
            }
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            if (GameManager.Instance.ArePlayersDoneLoading)
            {
                GraphicsDevice.Clear(Color.CornflowerBlue);

                // TODO: Add your drawing code here
                spriteBatch.Begin();
                TileEngine.Instance.Draw(spriteBatch);
                Player.Instance.Draw(spriteBatch);
                GameManager.Instance.Draw(spriteBatch);
                Overlay.Draw(spriteBatch);
                spriteBatch.End();

                base.Draw(gameTime);
            }
        }

        protected override void OnExiting(object sender, EventArgs args)
        {
            base.OnExiting(sender, args);

            // Exit threads
            TCPConnection.Instance.Connected = false;
        }
    }
}
